CDmxElementDictionary::HookUpElementArrayAttributes
0x00becf60 · 235 bytes · __thiscall
_ZN21CDmxElementDictionary28HookUpElementArrayAttributesEv
Decompiled
undefined (1 param)
/* CDmxElementDictionary::HookUpElementArrayAttributes() */
void __thiscall CDmxElementDictionary::HookUpElementArrayAttributes(CDmxElementDictionary *this)
{
int iVar1;
CDmxAttribute *pCVar2;
CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>> *this_00;
undefined4 *puVar3;
int iVar4;
int iVar5;
int iVar6;
CDmxElement *local_20 [4];
iVar6 = 0;
iVar5 = 0;
iVar1 = *(int *)(this + 0x34);
if (0 < iVar1) {
do {
puVar3 = (undefined4 *)(*(int *)(this + 0x28) + iVar5);
pCVar2 = (CDmxAttribute *)*puVar3;
if (*(int *)pCVar2 == 0xf) {
this_00 = *(CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>> **)(pCVar2 + 8);
if (*(char *)(puVar3 + 1) != '\0') goto LAB_00bed02a;
LAB_00becfd7:
iVar4 = puVar3[2];
}
else {
CDmxAttribute::AllocateDataMemory(pCVar2,0xf);
puVar3 = *(undefined4 **)(pCVar2 + 8);
this_00 = (CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>> *)0x0;
if (puVar3 != (undefined4 *)0x0) {
*puVar3 = 0;
puVar3[1] = 0;
puVar3[2] = 0;
puVar3[3] = 0;
puVar3[4] = 0;
this_00 = *(CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>> **)(pCVar2 + 8);
}
puVar3 = (undefined4 *)(*(int *)(this + 0x28) + iVar5);
if (*(char *)(puVar3 + 1) == '\0') goto LAB_00becfd7;
LAB_00bed02a:
iVar4 = FindElement(this,(UniqueId_t *)(puVar3 + 2));
}
local_20[0] = (CDmxElement *)0x0;
if (iVar4 != -1) {
local_20[0] = *(CDmxElement **)(*(int *)this + iVar4 * 0x14);
}
iVar6 = iVar6 + 1;
iVar5 = iVar5 + 0x18;
CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>>::InsertBefore
(this_00,*(int *)(this_00 + 0xc),local_20);
} while (iVar6 != iVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.